Remove unnecessary uniforms
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@@ -5,7 +5,7 @@ layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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out vec4 gColor;
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uniform mat4 perpMat;
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uniform mat4 worldMat;
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// consider using isLHS to check if the wall is facing the center
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// this needs the view from point
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@@ -21,16 +21,16 @@ void main()
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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vec4 a1 = perpMat * p1;
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vec4 a2 = perpMat * p2;
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vec4 a1 = worldMat * p1;
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vec4 a2 = worldMat * p2;
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// if (0 > isLHS (a1.xy - a2.xy, a1.xy - "viewFromPoint")) {
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vec4 p3 = vec4 (p1.xy,-0.5,1);
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vec4 p4 = vec4 (p2.xy,-0.5,1);
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vec4 a3 = perpMat * p3;
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vec4 a4 = perpMat * p4;
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vec4 a3 = worldMat * p3;
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vec4 a4 = worldMat * p4;
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gl_Position = a1; EmitVertex();
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gl_Position = a3; EmitVertex();
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@@ -6,7 +6,7 @@ in vec4 vColor [];
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out vec4 gColor;
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out vec2 tPos;
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uniform mat4 perpMat;
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uniform mat4 worldMat;
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// consider using isLHS to check if the wall is facing the center
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float isLHS (vec2 startV, vec2 testV)
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@@ -23,10 +23,10 @@ vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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vec4 p3 = vec4 (p1.xy,-0.3,1);
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vec4 p4 = vec4 (p2.xy,-0.3,1);
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vec4 a1 = perpMat * p1;
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vec4 a2 = perpMat * p2;
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vec4 a3 = perpMat * p3;
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vec4 a4 = perpMat * p4;
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vec4 a1 = worldMat * p1;
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vec4 a2 = worldMat * p2;
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vec4 a3 = worldMat * p3;
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vec4 a4 = worldMat * p4;
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tPos = vec2 ( 1,-1) ; gl_Position = a1; EmitVertex();
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tPos = vec2 ( 1, 1) ; gl_Position = a3; EmitVertex();
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